Sphynx & Kajamba Lion: Characters
The following is mainly about background stuff; I’ve not gone over the math involved yet.
You have the misfortune of choosing a House I know something about, having read the relevant parts of True Lineages. I don’t consider TL cannon, in that I’m willing to deviate from it if it suits your vision of what you want to play. Above all I want us all to have fun. But I thought perhaps I’d write on what TL has to offer, as I for one enjoy enriching the game with supplemental offerings. Take of this what you will, and we will discard the rest.
The TL description of the House is extensive, and I can’t go into that much detail. Before going on on specific notes regarding your characters, though, I’d like to give you a brief idea on (my impression of) the House.
Houses Tremere can be best described as a military reserves regiment, with the magi serving as its officers. During peacetime, they maintain ties and occasionally help each other, but also periodically train and take care of logistical needs, always working to increase their wartime readiness. In war, they muster their forces, coordinate combined assaults, and take care of various logistical needs to enable them. Each is expected to be resourceful, stalwart, and loyal - a good military officer. They are associated with magical wolves, ghost armies, and life-sucking spirits, but also with mundane allies, and complex magical war weapons, magical strategies, and tactics.
The House indoctrinates all Tremere magi. You’ve spent several years, probably in early apprenticeship and possibly even before it, learning at Transylvania - probably even at Coeris (the Domus Magna of the House).
Octavian[sblock]
Journeyman of House Tremere, filius to Daria la Gris, Apple Gild
That’s fine; remember that you were partly trained in Transylvania, though.
Fine, but if you have any ideas – feel free to share.
Weak Magic Resistance, Compulsion (gambling)
Both these flaws will make the magus suboptimal in the battlefield or politics, so would be seen as a source of embarrassment. The first especially should be carefully hidden.
I have not considered Daria to be so powerful as to require this virtue, but she is powerful both politically and magically so I can certainly fit it in if you want.
Abilities: Artes Liberales 1 (arithmetic), Charm 2 (magi), Code of Hermes 1 (certamen law), Etiquette 2 (Hermetic), Finesse 2 (Terram), Folk Ken 3 (magi), Guile 2 (lying to underlings), Intrigue 2 (Hermetic politics), Latin 4 (Hermetic terms), Magic Theory 3 (Creo), German 5 (giving orders), Order of Hermes Lore 2 (Tremere), Parma Magica 1 (Mentem), Penetration 3 (Ignem)
This is a good selection of Abilities for a Tremere, except that it lacks physical skills Tremere consider required. Tremere are expected to be able to fend for themselves on a Wizard’s March or long treks and to be able to defend themselves physically with some level of competence. Survival, Swim, Athletics (hiking), Brawl, and of course Profession: Soldier are some skills you might wish to consider.
Arts: Cr 5, In 5, Mu 5, Pe 5, Re 5, An 0, Aq 3, Au 6, Co 0, He 0, Ig 6, Im 0, Me 1, Te 6, Vi 0
Tremere are expected to have reasonable scores in 4 Arts, two Techniques and two Forms, as this is vital for Certamen. For a starting magus, a score of 5 is acceptable in this regard so this selection is sufficient though a little broader than the typical Tremere. Note that the archetypical Tremere Arts are Rego and Mentem.
Spells Known:
Circling Winds of Protection (CrAu 20) +13
Rain of Stones (MuAu(Te) 20) +13
Pilum of Fire (CrIg 20) +13
Soothe th Raging Flames (PeIg 20) +13
Tremulous Vault of the Torch's Flame (ReIg 5) +13
Seal the Earth (CrTe 15) +13
Unseen Arm (ReTe 5) +13
Trackless Step (ReTe 10) +13
Hands of the Grasping Earth (ReTe 15) +13
Earth that Breaks No More (MuTe 20) +13
These are a bit more direct than a typical Tremere’s. They generally prefer to work with spells that summon, control, or augment various ghosts, spirits, magical animals, or other allies, or subtly acquire or subvert information.
Background: Coming soon.
My basic thinking is that perhaps he has been sent to Fengheld and Teneo at the request of Daria, in order to secure more political sway for the Apple Gild, and, if Sphynx goes with being the filius of Stentorius, in order to balance out the influence of Stentorius.
That’s perfectly acceptable. Tremere have a penchant for acting in teams, and value the number two, so suggesting the two new apprentices work together will make perfect sense.
Consider your role in war. Here is my suggestion:
Given your interest in Terram, and aptitude with all elemental Arts, it may have been decided that you will be an Architect, a combat engineer (erecting bridges, toppling or raising walls, and otherwise changing the terrain of battle). The role easily extends itself to control of the other four elements (winds and water particularly), so your aptitude for it is keen.
Your assignment in Teneo may have been motivated by a desire to deepen your connections with a fellow non-House architect - Titus.[/sblock]
Erich Waldst[sblock]
Brave (flexible ethics/morals) –3
I don’t really understand this combination, but as long as you do that’s fine.
Background: Born poor in the southwestern part of Germany, Erich grew up a bit of a rogue and a scoundrel, running away at a young age. He survived on whatever he could steal, eventually falling in with some notorious thieves and scoundrels that terrorized peasants, pilgrims, and merchants travelling through the Alsace-Lorraine. Years of success eventually caught up with him, as he ended up robbing a few nobles by accident and only barely escaping them as he fled to Pomerania. The road eventually led to Fengheld, where he's subsided on odd jobs and occasional physical labor. He longs for a reasonably safe place where he could put some of his skills to work in a semi-honest fashion. figuring that his theoretical patron may be willing to stand in between the past and him.
Fenghled is not in Pomerania, being quite some distance to the sough-west (you can check out the Rhine map at the Guardians of the Forest webpage on Atlas’ site), but otherwise everything’s fine.[/sblock]
Dylan [sblock]
Magical Animal Companion (Talking Hawk)
Consider an animal that is used by Tremere in-cannon; there are whole doctrines on how to use specific animals and breeding lines going back centuries. This isn’t essential, you can use a Talking Hawk (whatever we decide it will be) if you’d like.
TL suggests three possibilities for birds. A Might 10 Shadow Owl that conceal itself and fly through solid matter, that is used primarily to spy and pick up small objects (like arcane connections); a Might 10 Fire Hawk that can ignite flammable materials by touch and is used as a saboteur; and an unstatted Griffin Vulture, although I get the impression these are used primarily in flocks.
This is a particularly problematic flaw for a Tremere, as it effectively disallows any soldiery conduct and military zeal. A canonic Tremere really shouldn’t have it.
Weak Magic, Warped Magic (Gusts of Wind)
Both will make the magus suboptimal on the field of battle, so are embarrassing. They should be kept hidden, particularly Warped Magic as it hints of lack of self-control.
Distracted +1, Friendly +2, Wanderer +2
Those are strange personality traits for a military officer.
Athletics (Grace): 2
Artes Liberales (Logic): 2
Awareness (Alertness): 2
Brawl (Dodging): 2
Concentration (Spells): 4
Code of Hermes (Mundanes): 1
English (StoryTelling): 5
Finesse (Terram): 4
Latin (Magic Use): 4
Legerdemain (Magic Tricks): 1
Magic Lore (Rego): 1
Magic Theory (Rego): 3
Order of Hermes Lore (History): 1
Parma Magica (Corpus): 1
Penetration: 2
Ride (Speed: 1
Stealth (Sneaking): 4
Swim (Underwater): 1
His lack of political skills will be seen as a shortcoming, hindering his ability to accrue allies for the House and rendering him vulnerable to political and mental manipulation. I think it unlikely Stentorious will send him to the world without at least a grounding in Intrigue.
Arts
Spoiler:
Techniques
Creo: 1
Intelligo: 1
Muto: 1
Perdo: 1
Rego: 10
Forms
Animal: 4
Aquam: 4
Auram: 4
Corpus: 4
Herbam: 4
Ignem: 0
Imagonem: 1
Mentem: 0
Terram: 4
Vim: 0
He is dangerously overspecialized in his Techniques, making him vulnerable in Certamen. A second technique of 4 at least is highly desirable.
Flight of the Magus ReCo: 20
Base: 15 +1 Conc
Mastery: 1 (Still)
This is a method of movement through the air that is roughly the same speed as a fast running man. It effects only the Magus. If the concentration is broken before the spell is ended, the spell will drop the Magus to the ground at the speed of a walking man.
Nzld is wise in the ways of magic. Let us heed his wisdom - at least a +1 magnitude is required.
Flock of Birds ReCo: 20
Base: 4 +1 Conc +1Touch +2 Group
Mastery: 1 (Still)
This spell works like Rise of the Feathery Body, but effects all persons touching the Magus at the time of casting. As long as they continue to touch the Magus (or anything he is carrying, holding or wearing), they continue to move with the Magus, but if they release the Magus, they plummet to the ground and take normal damage for falling such a distance.
The spell should affect up to 10 people, unless a +# size modifier is applied.
Movement of the Mind ReTe(*): 20
Base: 2 +3 Sight +1 Conc +2 Group
Mastery: 1 (Still)
This spell works like Unseen Arm, except extended range (since his magic is Silent), and effects multiple objects at once.
Moving multiple items in complex coordination would require a Finesse roll.
Born in the Celtic lands near a rather swamp-like area, Dylan was the source of demonic rumours. At the age of 8, the village had decided that he was definitely possessed by demonic spirits, for everytime he entered a room, anything not weighted down had a tendency to move about, or float in the air. He was imprisoned in the Crypt beneath a church to be ether excorcised or burned when Stentorius happened across the village. Stentorius had been in search of the Faerie effected version of Will O' Wisp, and the swamplands of the Celtic area were the most likely source, and evidence indicated that the area nearby was the most likely place to find it.
Stentorius heard of the demonic-child that could 'move things' with poltergeist arms, and became immediately interested in this possible Apprentice, or source of Rego Vis. It didn't take long for Stentorius to realize the potential of the boy, and depart the village with the boy in tow. The uneducated child was too young to learn magic yet, but not too young to go untrained in required learning. Stentorius had the child sent to a teacher who helped the covenant, and taught Latin as well as basic reading and writing, as well as on how to control his supernatural exhibitions through concentration.
By the age of 12 Dylan was inducted into apprenticeship with Sentorius, and trained in the arts of magic. The quiet boy proved a most apt student to Sentorius, able to do things that even the Rego Master was surprised at. The boy was the perfect Rego apprentice, and once he'd learned a new trick with the Arts, especially Rego, seemed to master it to perfection.
By the age 28 (1 year longer than most apprenticeships), Dylan passed the Ganntlet, and is now attempting to integrate himself in with the other Magi in the Covenant.
The character should have spent some time in Transylvania, probably his childhood prior to, and perhaps the first few years of, his apprenticeship. It is entirely possible he was discovered by another Tremere magus, taken to Coeris, and handpicked by Stentorius to be his apprentice when he grows up.
Consider his role in war. My suggestion:
Scout. He is trained to move through hostile territory, collect information, and report. The House will try to train him in evasive, protective, communication, and travel magic, as well as in intelligence gathering.
He has been sent to Pomerania as a place to hone his scouting skills and collect information on this fairly mysterious area. The House is particularly interested in vis sources, wartime allies, other exploitable resources, and the volatile local politics. He is also expected to better bond and train with Octavian, to make them a better team in war-time.[/sblock]
Name ForthComing[sblock]
Premonitions
Second Sight
Wilderness Sense
Consider that those are a lot of Abilities you would want to be high. Just saying, it won’t be easy keeping them all high so you might want to set up priorities.
We will need to work on that. TL suggests a Might 10 “common white wolf” in the service of House Tremere, if you’re interested.
Not alot known of his childhood, raised by wolves until he was 16, he never even saw humans until they wiped out his entire pack, all except his brother. His brother remains his companion, a huge black wolf that seems to forever be by the boy's side when he's in the Covenant area. He was brought here when the hunters brought their forages and pelts to sell. He's learned the basics of the German language from the locals, but has only recently realized that not all humans are out to murder his brethren, and therefore began to trust the humans of the covenant. Having been raised as part of a pack, he's been quick to adopt the human pack as his own, and has surprised people a few times by stepping out of the forests to point them away from dangers ahead. With his companion, he's one of the, if not the very best scout the Covenant has ever had within its walls. His senses surpassing even that of his brother wolf. It is not surprising to see him with nose on the ground, following the trail of something that's passed by, though his manners have greatly changed/improved since the early days when he was brought to the covenant.
Yet another wolf boy. I’m sensing a shift in the Saga’s direction.
You may wish to consider House Tremere as your saviors, perhaps you have come from Transylvania. Tremere are very interested in wolves and especially feral children, and are famous enough in Transylvania for the hunters to come to them. It also works well with having two Tremere magi in the covenant, as you could be House Tremere “property”. In this case it would probably be wise to have this character attached to Octavius for some reason.
I see a little problem in that your magus and companion characters seem to both be stealthy sneaky scouty types, especially if you accept my Scout proposal for your magus.[/sblock]
As Tremere, you each also learned a Certamen style. I’ll think which is appropriate for each master, and explain this style to you.
There are also a few new spells and V&F; nothing essential.
As young Tremere magi, you are allowed one item from the following list at any one time:
- A loan of a moderate sum of silver, or 4 pawns of vis, or a minor book on an Art, or a minor magic item
- The assistance of a highly-skilled but nonmagical person, such as a blacksmith, poisoner, or courtesan
- The use of a debt owed to the House by a minor noble or priest
- passage on ships, or a team of horses
Decide what, if anything, you want and we’ll introduce it in-character (in the present or past). This comes at a cost – your House duties; I’ll detail your next House-appointed task in due time. It shouldn’t hinder your development as a magus, although it may steer you in the House’s desired direction.
It’s very very late now. I’ll write more tomorrow.